Quote:
Originally Posted by Mister_Magotchi
I also looked over the anti-flashhack module you added, GoD. I haven't test it yet, but I likely will soon. Have you done any tests? It looks cool. I just wish I could think of a way that would make it work for flashes that don't leave a player 100% blind, since you certainly can't take away the enemy positions at that point.
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It works, but so far I've only tested it with bots and a separate plugin to simulate a no-flash hack. Some real gameplay testing would be needed as well as optimizing it a bit. It's probably better to use timers instead of calling
GetGameTime() over and over.
If you get a good flash off, the player can be fully blind for 3-4 seconds. Effectively disabling any no-flash and aimbot during that time.
Quote:
Originally Posted by Mister_Magotchi
2. [...] Alternatively it could be made conditional, using AddCommandListener when it's available, or if it returns false, using RegConsoleCommand.
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Maybe that's the proper way to do it, but then we would need two callbacks for each command to handle this condition. I'll leave it until it's decided.
Quote:
Originally Posted by Mister_Magotchi
3. [...] The cvars_status and net_status information is also not very useful except for debugging, so it can likely be removed, replaced by simply logging any failures at checking a specific player.
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Yea that's what I was thinking too. Unless these status commands have helped troubleshoot problems in the past, I don't think they're necessary. It's even worse that each one needs it's own translatable phrase, which causes some bloat as well.
Quote:
Originally Posted by thetwistedpanda
It is still being discussed as to best handle to management and distribution of the plugin, be it given it's own sub forum or a post such as this.
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From where I stand, I would prefer to only deal with contributions without having to manage or distribute.